Computer
Applications for Spirtuality
Continued...
By Richard Thieme
If-then rules
are also found in expert systems. These rules of thumb, or heuristics,
are searched by a pattern-matching program to determine if certain
conditions are met, leading to logical conclusions. Expert systems
have been accurate in diagnosing illness, identifying sites for
minerals to be mined, and many other tasks where the rules of logic
clearly apply. Expert systems have been judged to be ineffective
in domains of knowledge which require highly intuitive responses
to data, such as psychotherapy or spirituality. They have also been
criticized for not satisfying the more grandiose claims some programmers
have made for them.
Hubert and
Stuart Dreyfus, for example, argue that expert systems are not truly
expert.
12
They describe five levels of expertise in the mastery of knowledge
(novice; advanced beginner; competence; proficiency; and expertise)
and assert that true experts do not proceed by rules of thumb so
much as they transcend the rules by leaping intuitively beyond them.
Human experts know when to use rules and when to break rules, but
expert systems only know how to follow rules. They achieve at best
the third level of expertise.
Even if expert systems
can not be designed with "meta-rules" which state when to break
the rules, they are still valuable tools. Chess programs may not
beat grand masters, but they do routinely beat the rest of us. They
are rule-based systems that follow the rules to reach viable conclusions.
Non-expert humans have at least one meta-rule: if you don't know
when to break the rules, follow the rules. Rule-based expert systems
are valuable guides for non-experts, and they are excellent tutors.
Ethical decisions have
traditionally been rule-based. The book of Leviticus is a large
compendium of rules applying to many specific cases. The Ten Commandments
cover all of those cases with ten rules which "pack" and transcend
the meaning of the Levitical code. The Two Great Commandments in
turn pack and transcend the Ten Commandments. Those two may be summarized
as: Do the loving thing; or, do love. "Do love," written in our
hearts and not in books or on tablets of stone, fulfills the vision
of the prophets. For each of us, growth in knowledge and love of
God, others, and ourselves is a journey from many specific rules
(childhood) to the need for a fixed moral code (adolescence) to
responsible behavior based on two rules (adulthood) to maturity
(transcend the rules and respond in love). Doing the loving thing
characterizes the highest level of "expertise" in the moral and
ethical life. To those at a "lower" level of expertise, the absence
of rules is frightening, because without rules -- without a fixed
system of interpretation of the biblical text, for example, and
a series of guidelines corresponding to that single interpretation
-- they are lost. As one grows in the moral life, coming to appreciate
ambiguity and be flexible in response, rules are internalized and
transcended, but if that does not happen, one still has a workable
system for making decisions. There are times as well when even experts
need to fall back on rules to reach an appropriate response (the
moral and ethical life is also recursive). So expert systems may
be limited in their capacity to resolve ethical dilemmas, but they
are still useful as "training wheels" and tutors.
Expert systems containing
heuristics learned from experienced clergy might be of value for
novice clergy in isolated places. Contrary to prevailing belief
among "knowledge engineers," I believe this kind of knowledge can
be codified in a rule-based system because the meaning of the rules
is inherent in the text. Wisdom is contingent, that is, not on the
formal structure of heuristics or the search-rules which sort them
but on content. A printed list of insights is valuable; a means
of manipulating the list in order to apply them to specific contexts
would be of even greater value. An expert system used in this way
is analogous to a complex cross-referenced index in a book. Again,
computers are physical symbol systems, indifferent to the meaning
of the symbols they manipulate. Expert systems are no less appropriate
to the manipulation of intuitive knowledge about human beings or
complex real-life situations than books.
Forms which mediate
religious experience often become fused with the meaning of the
experience. Literalists bind their religious experience to a particular
text or translation or a particular form of ritual. They cannot
believe that meaning can be mediated by a different translation
or the rituals of a different tradition. Insistence on a single
correct interpretation of a tradition or text has caused havoc in
all religions. Literalists and fundamentalists react with defensive
rage to new forms which claim to mediate sacred truth as successfully
as their cherished vessals. They ridicule and reject new forms as
heretical or demonic. Interactive biblical narratives will provoke
ridicule, confusion, and anger before we accept them as nonchalantly
as we watch movies based on the Bible.
Scriptural stories --
Gospels, or parts of Gospels, adventures like Acts of the Apostles,
histories, and more -- lend themselves to interactive recreation
in a way that involves the user in the narrative in a particular
role. Narrative simulations are powerful tools for experiencing
imaginatively the consequences of a series of choices. The Book
of Job, for example, might be recreated, each friend's perspective
embodied as a different narrative track. Or a Gospel might include
a variety of messiahs, all of which -- except one -- would lead
the user through a series of disappointments to a dead-end. Interactive
Epistles might invite the reader into a dialogue, either in the
role of Paul or the community to which he writes. Or the narrative
threads of a story like Judith's or Joshua's might be outlined using
contemporary game theory and translated into a new pattern. Is there
a "meta-story" which transcends the forms of oral tradition, written
text, and electronic interactive narrative? The process of devising
new biblical narratives might suggest an answer to that question.
Electronic narratives
will not end the world of books, but they will change it. I recall
a "novel" which consisted of unbound cardboard pages in a box, each
of which contained a fragment of narrative. The reader shuffled
the pages and explored the new patterns at each reading. This form
of the novel is similar to our children's "choose your own ending"
stories. Back-formation from the branching patterns of computer
programs has no doubt created this genre, reminding us that successive
technologies do not eradicate prior technologies so much as transform
them. Computers make feasible branching narratives through Hypertext
which are complex, various, and exhaustive in their exploratory
power, but they also deepen and extend the domain of printed text.
We do not know
what genres will emerge from this rich brew of possibilities. New
aesthetic criteria and a new critical vocabulary will evolve in
response to new genres. What do we call the sudden juxtaposition
of evocative lyrical descriptions with literary quotations, for
example, in the interactive text game Trinity from Infocom? How
do we distinguish the wit in A Hitchhiker's Guide to the Galaxy
-- the program -- from that in the book? What do we call the progressive
revelation of an evolving civilization in A Mind Forever Voyaging?
13
What about the multiplicity of levels of abstraction, from hardwired
code to user-friendly interface? Is there a way to describe the
elegance of abstractions enfolding like wings into one another when
a recursive code translates into a recursive narrative which facilitates
a recursive spiritual exploration?
The flexibility of an
interactive program, freed from the limitations of the printed text,
discloses a "horizon of possibility" which is always expanding.
While symbolic texts also disclose receding horizons of meaning,
because all symbols are inexhaustible, there is but a single option
after each word or each page: the next word or the next page; an
interactive program provides a multiplicity of options which in
turn creates the illusion of endless options -- just like life.
It is the difference between two- and three- and even four-dimensional
tic-tac-toe.
One day computers will
be as much a part of our religious and spiritual lives as books.
When we enter churches we may find LCDs instead of prayer books
on which the order of worship scrolls. Why provide pages filled
with prayers or hymns we aren't using? Moving notes (or bouncing
balls?) will guide our singing, and when we come to the sermon,
we can print it out if we like, write a note to the preacher, or
use the index to find something else in the database -- the computer
noting, of course, those who looked elsewhere for edification.
We can no more imagine
what is coming than Chaucer could have predicted The Brothers Karamazov
or Joyce's Ulysses, or Jesus' disciples, witnessing their master's
disdain for the written word -- he wrote only once, in sand, as
a mockery, relying otherwise on the spoken word -- could have imagined
a printed Bible. Our task is to be faithful to the prompting of
the Spirit in our hearts, to our craft and to our calling, and to
create the means by which our children might come closer to our
God.
1.
Walter J. Ong, Orality and Literacy: The Technologizing of the Word
79. I am deeply indebted to this book and also Ong's Interfaces
of the Word: Studies in the Evolution of Consciousness and Culture
(Cornell University Press, 1977).
2.
Ong, p. 80.
3.
Joseph Weizenbaum, Computer Power and Human Reason (Pelican Books,
1984).
4.
The concept of the computer as a physical symbol system was introduced
by Allen Newell and Herbert Simon in an address on the occasion
of their winning the Turing Award in 1975. Discussed in Pamela McCorduck,
The Universal Machine: Confessions of a Technological Optimist (Harcourt
Brace Jovanovich, 1985) pp. 75-82.
5.
Ong, p. 178.
6.
Ong, p. 105.
7.
Ong, p. 153.
8.
Gerald G. May, M.D. Addiction and Grace (Harper & Row, 1988), p.
38.
9.
John Updike, Self-Consciousness (Alfred A. Knopf, 1989) p. 226.
10.
Is it
possible that the alcoholic's "program" includes a rule defining
the point at which drinking to feel good becomes drinking to feel
normal, which would "fire" this more general instruction?
11.
William
Poundstone, The Recursive Universe: Cosmic Complexity and the Limits
of Scientific Knowledge (William Morrow and Company, Inc., 1985).
12.
Hubert
L. Dreyfus and Stuart E. Dreyfus, Mind over Machine: The Power of
Human Intuition and Expertise in the Era of the Computer (The Free
Press, 1986).
13.
Brian Moriarty,
Trinity; Douglas Adams and Steve Meretzky, The Hitchhiker's Guide
to the Galaxy; Steve Meretzky, A Mind Forever Voyaging (Infocom
Interactive Fiction).
...Back
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1993
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